Fix T63435 Incorrect fresnel and normals for hair strands on EEVEE

This commit is contained in:
Clément Foucault 2019-05-02 14:32:12 +02:00
parent a914765221
commit 7f366c048a
Notes: blender-bot 2023-02-14 03:04:08 +01:00
Referenced by issue #63435, Incorrect fresnel and normals for hair strands on EEVEE
3 changed files with 14 additions and 1 deletions

View File

@ -1881,6 +1881,13 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata,
shgrp = DRW_shgroup_material_hair_create(ob, psys, md, psl->material_pass, gpumat);
if (!use_diffuse && !use_glossy && !use_refract) {
/* FIXME: Small hack to avoid issue when utilTex is needed for
* world_normals_get and none of the bsdfs that need it are present.
* This can try to bind utilTex even if not needed. */
DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex);
}
add_standard_uniforms(shgrp,
sldata,
vedata,

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@ -892,7 +892,13 @@ static char *code_generate_fragment(GPUMaterial *material,
BLI_dynstr_append(ds, "\t#define invlocaltoviewmat ModelViewMatrixInverse\n");
}
if (builtins & GPU_VIEW_NORMAL) {
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
BLI_dynstr_append(ds, "\tvec3 n;\n");
BLI_dynstr_append(ds, "\tworld_normals_get(n);\n");
BLI_dynstr_append(ds, "\tvec3 facingnormal = transform_direction(ViewMatrix, n);\n");
BLI_dynstr_append(ds, "#else\n");
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
BLI_dynstr_append(ds, "#endif\n");
}
if (builtins & GPU_VIEW_POSITION) {
BLI_dynstr_append(ds, "\t#define viewposition viewPosition\n");

View File

@ -3407,7 +3407,7 @@ void world_normals_get(out vec3 N)
/* Shade as a cylinder. */
cos_theta = hairThickTime / hairThickness;
}
float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta));
float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
N = normalize(worldNormal * sin_theta + B * cos_theta);
# else
N = gl_FrontFacing ? worldNormal : -worldNormal;